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COPYRIGHT
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COPYRIGHT
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Copyright (C) 2011 Marc Lepage
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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66
README
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README
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Heightmap module
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by Marc Lepage
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OVERVIEW
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The heightmap module uses the diamond-square algorithm to generate cloud or
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plasma fractal heightmaps which can be used for terrain.
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USAGE
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-- import module
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require "heightmap"
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-- create 256x256 heightmap
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map = heightmap.create(256, 256)
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-- examine each height value
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for x = 0, map.w do
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for y = 0, map.y do
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print(map[x][y])
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end
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end
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-- define a custom height function (reusing the default but scaling it)
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function f(map, x, y, d, h)
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return 2 * heightmap.defaultf(map, x, y, d, h)
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end
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-- use it to create a new heightmap
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map = heightmap.create(256, 256, f)
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HOW IT WORKS
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The heightmap must be a square the size of a power of two, plus one, so that
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it can be evenly divided. For example, 4x4 cells will require 5x5 vertices.
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First the four corners are seeded with a random value (C).
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Then each square is used to set the value of its center (S) based on the
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average of its four corners (plus some randomness).
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Then each diamond is used to set the value of its center (D) based on the
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average of its four points (plus some randomness).
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The square and diamond steps continue until all values have been set:
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4 S 2 D 2 S 1 D 1
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C...C c...c c.D.c c.d.c cDdDc
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..... ..... ..... .S.S. DsDsD
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..... ..S.. D.s.D d.S.d dDsDd
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..... ..... ..... .S.S. DsDsD
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C...C c...c c.D.c c.d.c cDdDc
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The default height function randomly displaces values by up to +/- 0.5 of the
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step size. So above, the corners will be from -2 to +2, the center will be
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the mean of the corners randomly displaced from -1 to +1, and so on.
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RESOURCES
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http://en.wikipedia.org/wiki/Diamond-square_algorithm
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http://en.wikipedia.org/wiki/Heightmap
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http://en.wikipedia.org/wiki/Fractal_landscape
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106
heightmap.lua
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heightmap.lua
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-- Heightmap module
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-- Copyright (C) 2011 Marc Lepage
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local max, random = math.max, math.random
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module(...)
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-- Find power of two sufficient for size
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local function pot(size)
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local pot = 2
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while true do
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if size <= pot then return pot end
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pot = 2*pot
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end
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end
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-- Create a table with 0 to n zero values
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local function tcreate(n)
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local t = {}
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for i = 0, n do t[i] = 0 end
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return t
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end
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-- Square step
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-- Sets map[x][y] from square of radius d using height function f
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local function square(map, x, y, d, f)
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local sum, num = 0, 0
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if 0 <= x-d then
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if 0 <= y-d then sum, num = sum + map[x-d][y-d], num + 1 end
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if y+d <= map.h then sum, num = sum + map[x-d][y+d], num + 1 end
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end
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if x+d <= map.w then
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if 0 <= y-d then sum, num = sum + map[x+d][y-d], num + 1 end
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if y+d <= map.h then sum, num = sum + map[x+d][y+d], num + 1 end
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end
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map[x][y] = f(map, x, y, d, sum/num)
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end
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-- Diamond step
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-- Sets map[x][y] from diamond of radius d using height function f
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local function diamond(map, x, y, d, f)
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local sum, num = 0, 0
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if 0 <= x-d then sum, num = sum + map[x-d][y], num + 1 end
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if x+d <= map.w then sum, num = sum + map[x+d][y], num + 1 end
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if 0 <= y-d then sum, num = sum + map[x][y-d], num + 1 end
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if y+d <= map.h then sum, num = sum + map[x][y+d], num + 1 end
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map[x][y] = f(map, x, y, d, sum/num)
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end
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-- Diamond square algorithm generates cloud/plasma fractal heightmap
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-- http://en.wikipedia.org/wiki/Diamond-square_algorithm
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-- Size must be power of two
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-- Height function f must look like f(map, x, y, d, h) and return h'
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local function diamondsquare(size, f)
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-- create map
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local map = { w = size, h = size }
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for c = 0, size do map[c] = tcreate(size) end
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-- seed four corners
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local d = size
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map[0][0] = f(map, 0, 0, d, 0)
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map[0][d] = f(map, 0, d, d, 0)
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map[d][0] = f(map, d, 0, d, 0)
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map[d][d] = f(map, d, d, d, 0)
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d = d/2
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-- perform square and diamond steps
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while 1 <= d do
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for x = d, map.w-1, 2*d do
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for y = d, map.h-1, 2*d do
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square(map, x, y, d, f)
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end
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end
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for x = d, map.w-1, 2*d do
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for y = 0, map.h, 2*d do
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diamond(map, x, y, d, f)
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end
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end
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for x = 0, map.w, 2*d do
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for y = d, map.h-1, 2*d do
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diamond(map, x, y, d, f)
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end
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end
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d = d/2
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end
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return map
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end
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-- Default height function
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-- d is depth (from size to 1 by powers of two)
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-- h is mean height at map[x][y] (from square/diamond of radius d)
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-- returns h' which is used to set map[x][y]
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function defaultf(map, x, y, d, h)
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return h + (random()-0.5)*d
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end
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-- Create a heightmap using the specified height function (or default)
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-- map[x][y] where x from 0 to map.w and y from 0 to map.h
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function create(width, height, f)
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f = f and f or defaultf
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-- make heightmap
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local map = diamondsquare(pot(max(width, height)), f)
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-- clip heightmap to desired size
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for x = 0, map.w do for y = height+1, map.h do map[x][y] = nil end end
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for x = width+1, map.w do map[x] = nil end
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map.w, map.h = width, height
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return map
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end
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